Biomancer
(AKA Life Mage)
Some mages have discovered the magic of life itself, learning to manipulate the fundamental life force to produce a variety of effects. These mages, known as Biomancers, have the power to inflict diseases, summon living creatures to do the Biomancer’s bidding, or heal injuries in moments. The polar opposite of necromancers, these spellcasters tend to revere life in all its forms, & abhor the undead.
http://fc43.deviantart.com/fs31/f/2008/186/2/f/Wizard_by_thepenciler.jpg
Requirements

Class Features
All of the following are class features of the Biomancer. See level progression on Table 1-3a: The Biomancer (PrC) for more information.

Weapon & Armor Proficiency: You gain no proficiency with any weapon or armor.

Damage Reduction (Ex): At 1st level, any time you would normally lose hit points, you lose 1 less hit point per class level; Damage Reduction can reduce damage to 0 but not below 0

Infection (Su): Three times per day, at 2nd level, you can inflict a virulent disease upon 1 opponent; on a successful touch attack, you can inflict your opponent with the Bio-Blight disease (see disease statistics below); this disease can only be spread by you, as it is not contagious; this is a standard action that does not provoke attacks of opportunity

Soul Survival (Su): Three times per day, at 3rd level, you can drain an opponent & gain temporary hit points from doing so; on a successful touch attack, you can drain 1d3HP per class level from your opponent; your opponent must make a successful Fortitude save (DC10 + ½ your class level + your primary Spellcasting ability modifier) to resist; draining an opponent in this manner grants you 1HP per class level on a successful hit; this is a standard action that does not provoke attacks of opportunity

Beckoning the Swarm (Sp): Three times per day, at 4th level, you can summon a swarm of ravenous creatures; this swarm can be chosen from among the following options: bat swarm, centipede swarm, locust swarm, rat swarm, or spider swarm; you can control the direction of the swarm with a successful Concentration check (DC15) each round; these swarms remain for 1 round per class level; summoning a swarm is a standard action that provokes attacks of opportunity, while the Concentration checks are considered swift actions

Verve Blast (Su): Twice per day, at 5th level, you can channel positive energy that cures 1d4 points of damage per class level of any 1 creature within 30’ (including yourself); since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds, although an undead creature can apply spell resistance, & can attempt a Fortitude save (DC10 + ½ your class level + your primary Spellcasting ability modifier) to take half damage; creatures who make their save are still dazzled for 1d4+1 rounds, whereas creatures who fail their save are not only dazzled for 1d4+2 rounds, but also knocked prone; this is a standard action that does not provoke attacks of opportunity

Fast Healing (Su): Twice per day, at 5th level, you can bestow Fast Healing on 1 target (including yourself) for 1 round per class level; you must touch the creature to bestow the Fast Healing; a creature with Fast Healing regains 1HP each round; a creature cannot regain HP in excess of its normal maximum HP; this ability has no effect on objects, Constructs, or the Undead; this is a standard action that does not provoke attacks of opportunity

Plague (Su): Twice per day, at 6th level, you can inflict a virulent disease upon all creatures within 30’; you can release a spore cloud that inflicts your opponents with the Bio-Blight disease (see disease statistics for Infection); this disease can only be spread by you, as it is not contagious; this is a standard action that does not provoke attacks of opportunity

Evolution (Su): At 7th level, you gain 1 random mutation; in addition, from now on, you gain another single mutation whenever you would normally gain an ability increase from gaining levels (IE once every 4 levels); these mutations can be rolled randomly or chosen from the list on Table 1-3b: Mutations; each mutation can only be gained once (re-roll any repeated mutations)

Teeming Life (Su): At 8th level, any creature you summon grants you a +1 bonus to your HP & your armor class; this is an unspecified bonus, so it stacks with itself; summoned creatures only grants a bonus while it is alive, on the same plane as you, & within 60’

Bio-Weapon (Su): Once per day, at 9th level, you can grant 1 creature (including yourself) a natural weapon; the creature may choose either a claw attack (slashing), stab attack (piercing), or slam attack (bludgeoning) upon gaining this feature; once their choice has been made, it cannot be changed (although a different weapon can be chosen the next time you grant it); the natural weapon deals damage based on the creature’s size (Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6; critical 20/×2); a creature with this natural weapon cannot use manufactured weapons with their hands, as they have become unsuitable for the purpose of wielding them; these enhancements must be conferred via touch, & last 1 round per class level; the creature can opt to make a successful Fortitude save (DC10 + ½ your class level + your primary Spellcasting ability modifier) to resist; this is a standard action that does not provoke attacks of opportunity

Pandemic (Su): Once per day, at 10th level, you can inflict a virulent disease upon all creatures within 60’; you can release a spore cloud that inflicts your opponents with the Bio-Blight disease (see disease statistics for Infection); this disease can be spread by any creature that has been infected, as it is highly contagious; this is a standard action that does not provoke attacks of opportunity

Regeneration (Su): Once per day, at 10th level, you can bestow Fast Healing & Regeneration on 1 target (including yourself) for 1 round per class level; you must touch the creature to bestow the Fast Healing; a creature with Fast Healing regains 5HP each round; a creature cannot regain HP in excess of its normal maximum HP; a creature with Regeneration can re-grow lost portions of their bodies & can reattach severed limbs or body parts (severed parts die if they are not reattached); Regeneration does not restore hit points lost from starvation, thirst, or suffocation; attack forms that don’t deal hit point damage ignore Regeneration; all damage dealt to the creature is treated as non-lethal damage, except damage from fire or acid (this damage cannot be regained via the Fast Healing, either); this ability has no effect on objects, Constructs, or the Undead; this is a standard action that does not provoke attacks of opportunity

Cieyrin

2009-04-06, 01:03 PM

For a Life Mage, they seem to spread around disease quite a bit, which is one bent of necromancy. But, hey, I suppose this could be a Darwin Survival of the Fittest type, so whatevs.

First things first, you should outright say that the DR is class level/-, as you imply it but don't go out and say it.

I don't think taking away ability boosts for random rapid evolution is an even trade, especially since you're only gonna get to see 2 more of those in the non-epic levels after you achieve this ability. Not that great in my book. I think the Geomancer from Complete Divine does the rapid evolution much better, since you get a choice about it. I mean, how useful is the ability to breathe underwater in a desert campaign or the ability to fly in an underwater campaign? I know those are pretty extreme examples but not having a choice can make for some rather unfulfilling bonuses and makes the character getting these mutations feel robbed.

The teeming life bonus is just called an unnamed bonus, which inherently stack w/ other bonuses. Call it that and there's no need for further explanation.

Finally, Regeneration should just grant Regeneration, not Fast Healing as well, since you deny Fast Healing from working when regeneration wouldn't, either, thus nullifying any benefit to having Fast Healing in there as well. The effect also doesn't last long enough to grow back lost body parts from scratch, either, since that takes hours, not possible in the minute of regeneration you can create once per day.

Them's my 2 coppers. Take as you will.

Markus Darkmind

2009-04-06, 02:00 PM

Great work, as always. I can't see anything wrong in it (well, right now; but here is evening and I'm tired, so I can always try tomorrow :smallbiggrin:)

Pie Guy

2009-04-06, 02:40 PM

I don't think taking away ability boosts for random rapid evolution is an even trade, especially since you're only gonna get to see 2 more of those in the non-epic levels after you achieve this ability. Not that great in my book. I think the Geomancer from Complete Divine does the rapid evolution much better, since you get a choice about it. I mean, how useful is the ability to breathe underwater in a desert campaign or the ability to fly in an underwater campaign? I know those are pretty extreme examples but not having a choice can make for some rather unfulfilling bonuses and makes the character getting these mutations feel robbed.

You can choose. You just also have the option to roll.

Why are mages dedicated to life and such have a deadly disease that could quite possibly wipe out all life on Earth?

And no Charisma boosters on the table? :smallfrown:

Tensu

2009-04-06, 07:03 PM

Since viruses are not living things, seems like you should inflict a bacterial disease. other than that, cool.

Jack_Simth

2009-04-06, 07:31 PM

Let's see...

Overall: A bit too strong if only taken to PrC level 4. After that, the loss of spellcasting means it's not so bad.
At PrC levels 1-4, it's strictly Wiz+ or Sorcerer+ (useful class features, better hit die, more skill points, full casting). For a Wizard or Sorcerer, it's trivial entry (one spell known, plus some skill points). You've got the same problem as the Mindbender PrC, only moreso. I'd suggest rotating the spell levels lost table a bit, so that you lose out at 1st and 6th, rather than 5th and 10th, for this reason. The Sorcerer-6/Bio-Mage-4 has the same spellcasting as a Sorcerer, plus an extra 4 hp (average), Damage Reduction (I'll get back to this one), and three extra attacks (one of which is self-healing, to boot).
After that, what you lose in spells mostly makes up for it.

Issues with Abilities:
Damage Reduction: It either needs to be normal damage reduction, or it needs a different name so as to avoid confusion with standard Damage Reduction, such as the Barbarian receives.
Verve Blast: Worded oddly. There's no mention of the Dazzling effect until "creatures who make their save are still" - there's no mention of that prior, so the wording feels clunky, and it begs a few questions: Does anyone who's hit with this need to make that save, or only undead?
Infection/Plauge: No mention is made of you being immune.
Mutations: Leather Wings: What's the speed?
Mutations: Coat of Feathers: Huh? Perhaps say something along the lines of "If able to fly, +1 Maneuverability class" or some such.
Teeming Life: How can it possibly stack with itself? There's no way to affect a given critter with it more than once.

JoshuaZ

2009-04-06, 07:41 PM

Heal should be a class skill.

Since viruses are not living things, seems like you should inflict a bacterial disease. other than that, cool.

Field's Virology would disagree with you. The labeling of viruses as not living is a controversial matter which is not really resolved. Moreover, the basic biological mechanisms of viruses and other living things are functionally identical so there's no good reason a biology based caster couldn't use them.